Bronzong sets up Trick Room well, and the good typing and solid defenses and okay HP helps as well.
Gyro Ball is STAB, and with Brave and 0 Spe IVs often does a lot of damage.
Many Taunters are fast, Froslass as example, will not enjoy a Life Orb boosted Gyro Ball at all.
Earthquake rounds out the coverage, nailing Fire types like Darmanitan.
Hypnosis has frustrating accuracy, but can dispatch one of the opponents Pokemon.
Thinking about it, I might replace it with Grass Knot to **** up Swampert and do more damage to Water types and maybe Rhyperior, but I haven't tried it yet.
HP is maximized for overall better bulk, while attack is as well to maximize damage output.
Fire attacks can often be taken with Porygon2 because of trace, it can trace Flash Fire from Chandelure and Houndoom.

DUSCLOOOPS (Dusclops) @ Eviolite

Trait: Pressure

EVs: 252 HP / 176 Def / 80 SpD

Bold Nature (+Def, -Atk)

Trick Room

Will-O-Wisp

Pain Split

Night Shade

Dusclops has excellent bulk, and low enough HP for it to still work well with Pain split, Trick Room can be set up multiple times.
Trick Room again benefits pretty much the entire team, including Dusclops.
Will-O-Wisp help to spread burns, and it helps Dusclops take hits and teammates switch in and do a lot of damage.
Pain Split helps stalling with Will-O-Wisp, and gives Dusclops healing.
Night Shade does some solid and reliable damage, and I use it over Seismic Toss because it can hit Ghost switch ins, and Pokemon like Togekiss will be able to Roost off the damage and won't take much from it.
Feel however free to suggest Seismic Toss if you think it would be better.
EVs max out HP for good bulk with Eviolite, and the defensive EVs help take hits from Darmanitan, Heracross, and other physical attackers and the rest is tossed into Special defensive for some extra bulk.
Ghost moves go to Porygon2, and Dark moves go to Machamp and Escavalier.

Porygon2 @ Eviolite

Trait: Trace

EVs: 252 HP / 252 SAtk / 4 SpD

Quiet Nature (+SpA, -Spe)

Trick Room

Thunderbolt

Ice Beam

Recover

Another bulky Trick Roomer.
Trick Room again helps keep these pokes faster, in a way.
Thunderbolt has good coverage alongside Ice Beam, hitting Water types for solid damage.
Ice Beam hits Grass types nice, and both hit Flying types and Ice Beam also hits Flygon hard.
Recover helps Porygon2 be at good health, and it helps when Trick Room needs to be set up again.
Fighting moves go to Dusclops.

Escavalier @ Life Orb

Trait: Swarm

EVs: 252 HP / 252 Atk / 4 SpD

Brave Nature (+Atk, -Spd)

Megahorn

Iron Head

Return

Reversal

Escavalier is amazing under Trick Room, with a sucky speed and amazing attack.
Megahorn is STAB, and hits extremely hard, easily OHKOing Pokemon like Mew and Houndoom.
Iron Head helps round out the coverage, and can also finish off things if I don't want to miss Megahorn.
It also packs a flinch chance, which might come to use to just generally stay at better health or to 2HKO a threat that might KO Escavalier.
Return get neutral coverage on Fire types, and hits Zapdos neutrally.
Escavalier should definitely not go down without a fight packing Reversal, this can be an extremely Nasty Surprise for Porygon2 trying to Life Orb recover Stall.

WhoUMsnwith @ Life Orb

Trait: Adaptability

EVs: 252 HP / 252 Atk / 4 Def

Brave Nature (+Atk, -Spe)

Crabhammer

Crunch

Superpower

Swords Dance

Crabhammer is my personal preferance over Waterwall, for dat extra POWER.
It's also STAB, and boosted by Adaptability and Life Orb making it hit extremely hard.
Crunch hits Water types, and Ghosts and Psychics as well.
Superpower hits Porygon2, a very bulky Pokemon and gets coverage on Steel types as well.
Swords Dance pretty much makes Crawdaunt unstoppable under Trick Room.

Machamp @ Flame Orb

Trait: Guts

EVs: 252 HP / 252 Atk / 4 SpD

Brave Nature (+Atk, -Spe)

Close Combat

Stone Edge

ThunderPunch

Ice Punch

Close Combat is STAB and takes down Normal types pesky for the team.
Stone Edge hits Fire types and Chandelure, who would wall Machamp without it.
ThunderPunch gets coverage on Water types, and Ice Punch hits Grass types and has good coverage alongside ThunderPunch.
Machamp also does well under Trick Room with Guts.
Also, since Machamp usuallly well end up staying in, Flame Orb is chosen over Toxic Orb.

I do not see much wrong with the first 5 but Machamp could use some work. I would go with this:

**Machamp**
Nature: Brave
Ivs: Speed- 0
Ability: No Guard

**Dynamic Punch** (this is great STAB with sure confusion)
**Stone Edge** (coverage, and never misses. good by birdies )
**Thunder Punch** (not really neccesat but great against pesky water types which would resist this set)
**Bullet Punch** (great priority is awesome when trick room fails on you)

Guts Machamp is better in Trick Room, as it is more powerful and has a better chance of sweeping.
Close Combat is chosen over Dynamic Punch because the goal is the KO the opponent, not to confuse them, plus it works better with guts.
I might try out Bullet Punch, but I think I would keep Ice Punch then.

well bullet punch could definetly be removed but i did not know if you wanted to. if you want to have the guts trait then use a toxic orb over flame orb that otherwise you have the same net attack stat. i like to confuse the oponet and with stone edge never missing it helps to eliminate flying types quickly. Because if you miss, you die. And you could ever replace bullet punch with Close Combat if you really want the extra power for when you really need it.